generated from template/astro-simple-template
init games
This commit is contained in:
408
src/modules/game.tsx
Normal file
408
src/modules/game.tsx
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import { useEffect, useRef, useState } from 'react';
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import Phaser from 'phaser';
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console.log('Phaser version:', basename);
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const base = basename || '';
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export const Game = () => {
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const gameRef = useRef<Phaser.Game | null>(null);
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const [score, setScore] = useState(0);
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const [timeLeft, setTimeLeft] = useState(30);
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const [gameStarted, setGameStarted] = useState(false);
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const [gameOver, setGameOver] = useState(false);
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useEffect(() => {
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if (!gameStarted) return;
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class GameScene extends Phaser.Scene {
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private holes: Phaser.GameObjects.Image[] = [];
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private moles: Phaser.GameObjects.Image[] = [];
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private moleTimers: Phaser.Time.TimerEvent[] = [];
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private currentScore = 0;
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private gameTime = 30;
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private timerText?: Phaser.GameObjects.Text;
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private gameTimer?: Phaser.Time.TimerEvent;
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constructor() {
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super({ key: 'GameScene' });
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}
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preload() {
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// 加载图片资源
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this.load.image('hole', `${base}/assets/hole.png`);
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this.load.image('mole', `${base}/assets/mole.png`);
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// 加载音频资源
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this.load.audio('hit', `${base}/assets/hit.wav`);
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}
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create() {
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// 设置背景颜色
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this.cameras.main.setBackgroundColor('#84f20b');
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// 创建 3x3 的地洞网格
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const cols = 3;
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const rows = 3;
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const spacing = 150;
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const startX = 150;
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const startY = 100;
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// 限制图片大小
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const holeSize = 80; // 地洞显示大小
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const moleSize = 70; // 地鼠显示大小
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for (let row = 0; row < rows; row++) {
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for (let col = 0; col < cols; col++) {
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const x = startX + col * spacing;
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const y = startY + row * spacing;
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// 创建地洞
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const hole = this.add.image(x, y, 'hole');
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hole.setDisplaySize(holeSize, holeSize);
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this.holes.push(hole);
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// 创建地鼠(初始隐藏)
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const mole = this.add.image(x, y - 20, 'mole');
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mole.setDisplaySize(moleSize, moleSize);
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mole.setVisible(false);
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mole.setInteractive({ cursor: 'pointer' });
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// 点击地鼠的事件
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mole.on('pointerdown', () => {
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if (mole.visible) {
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this.hitMole(mole);
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}
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});
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this.moles.push(mole);
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}
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}
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// 创建计时器文本
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this.timerText = this.add.text(250, 30, `时间: ${this.gameTime}秒`, {
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fontSize: '24px',
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color: '#ffffff',
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backgroundColor: '#333',
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padding: { x: 10, y: 5 }
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});
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this.timerText.setOrigin(0.5);
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// 启动游戏计时器
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this.gameTimer = this.time.addEvent({
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delay: 1000,
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callback: this.updateTimer,
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callbackScope: this,
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loop: true
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});
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// 开始随机显示地鼠
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this.startMoleSpawning();
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}
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startMoleSpawning() {
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// 每隔一段时间随机显示地鼠
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this.time.addEvent({
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delay: 800,
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callback: this.showRandomMole,
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callbackScope: this,
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loop: true
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});
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}
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showRandomMole() {
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if (this.gameTime <= 0) return;
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// 随机选择一个地鼠
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const availableMoles = this.moles.filter(mole => !mole.visible);
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if (availableMoles.length === 0) return;
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const randomMole = Phaser.Utils.Array.GetRandom(availableMoles);
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randomMole.setVisible(true);
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// 地鼠弹出动画
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this.tweens.add({
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targets: randomMole,
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y: randomMole.y - 30,
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duration: 200,
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yoyo: false,
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ease: 'Back.easeOut'
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});
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// 设置地鼠自动隐藏
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const hideTimer = this.time.delayedCall(1500, () => {
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this.hideMole(randomMole);
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});
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this.moleTimers.push(hideTimer);
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}
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hideMole(mole: Phaser.GameObjects.Image) {
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if (!mole.visible) return;
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this.tweens.add({
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targets: mole,
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y: mole.y + 30,
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duration: 200,
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ease: 'Back.easeIn',
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onComplete: () => {
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mole.setVisible(false);
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}
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});
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}
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hitMole(mole: Phaser.GameObjects.Image) {
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this.currentScore += 10;
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setScore(this.currentScore);
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// 播放击中音效
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this.sound.play('hit');
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const moleSize = 70; // 地鼠显示大小
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// 击中效果 - 缩小再恢复
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this.tweens.add({
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targets: mole,
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displayWidth: moleSize * 0.7,
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displayHeight: moleSize * 0.7,
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duration: 100,
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yoyo: true,
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ease: 'Power2',
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onComplete: () => {
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mole.setDisplaySize(moleSize, moleSize);
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this.hideMole(mole);
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}
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});
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// 显示得分文本
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const scoreText = this.add.text(mole.x, mole.y - 50, '+10', {
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fontSize: '28px',
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color: '#ffeb3b',
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fontStyle: 'bold'
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});
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scoreText.setOrigin(0.5);
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this.tweens.add({
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targets: scoreText,
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y: scoreText.y - 50,
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alpha: 0,
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duration: 800,
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onComplete: () => {
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scoreText.destroy();
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}
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});
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}
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updateTimer() {
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this.gameTime--;
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setTimeLeft(this.gameTime);
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if (this.timerText) {
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this.timerText.setText(`时间: ${this.gameTime}秒`);
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}
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if (this.gameTime <= 0) {
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this.endGame();
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}
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}
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endGame() {
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// 停止所有计时器
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this.moleTimers.forEach(timer => timer.remove());
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this.moleTimers = [];
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if (this.gameTimer) {
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this.gameTimer.remove();
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}
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// 隐藏所有地鼠
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this.moles.forEach(mole => mole.setVisible(false));
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// 显示游戏结束文本
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const gameOverText = this.add.text(250, 250, '游戏结束!', {
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fontSize: '48px',
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color: '#ffffff',
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backgroundColor: '#e91e63',
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padding: { x: 20, y: 10 }
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});
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gameOverText.setOrigin(0.5);
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const finalScoreText = this.add.text(250, 320, `最终得分: ${this.currentScore}`, {
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fontSize: '32px',
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color: '#ffffff',
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backgroundColor: '#333',
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padding: { x: 15, y: 8 }
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});
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finalScoreText.setOrigin(0.5);
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setGameOver(true);
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}
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}
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// 配置 Phaser 游戏
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const config: Phaser.Types.Core.GameConfig = {
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type: Phaser.AUTO,
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width: 600,
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height: 550,
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parent: 'game-container',
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backgroundColor: '#8bc34a',
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scene: GameScene,
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 0, x: 0 },
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debug: false
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}
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}
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};
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// 创建游戏实例
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gameRef.current = new Phaser.Game(config);
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// 清理函数
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return () => {
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if (gameRef.current) {
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gameRef.current.destroy(true);
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gameRef.current = null;
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}
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};
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}, [gameStarted]);
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const startGame = () => {
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setScore(0);
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setTimeLeft(30);
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setGameStarted(true);
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setGameOver(false);
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};
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const restartGame = () => {
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if (gameRef.current) {
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gameRef.current.destroy(true);
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gameRef.current = null;
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}
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setScore(0);
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setTimeLeft(30);
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setGameStarted(false);
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setGameOver(false);
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setTimeout(() => {
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setGameStarted(true);
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}, 100);
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};
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return (
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<div style={{ textAlign: 'center', padding: '20px' }}>
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<h1 style={{
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color: '#333',
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marginBottom: '20px',
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fontSize: '36px',
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textShadow: '2px 2px 4px rgba(0,0,0,0.2)'
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}}>
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🎯 打地鼠游戏
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</h1>
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<div style={{
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marginBottom: '20px',
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fontSize: '24px',
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fontWeight: 'bold',
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color: '#333'
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}}>
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<span style={{
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backgroundColor: '#4caf50',
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color: 'white',
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padding: '10px 20px',
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borderRadius: '8px',
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marginRight: '15px',
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display: 'inline-block'
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}}>
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得分: {score}
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</span>
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<span style={{
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backgroundColor: '#ff9800',
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color: 'white',
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padding: '10px 20px',
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borderRadius: '8px',
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display: 'inline-block'
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}}>
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剩余时间: {timeLeft}秒
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</span>
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</div>
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<div id="game-container" style={{
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margin: '0 auto',
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borderRadius: '10px',
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boxShadow: '0 4px 8px rgba(0,0,0,0.2)'
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}}></div>
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<div style={{ marginTop: '20px' }}>
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{!gameStarted && !gameOver && (
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<button
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onClick={startGame}
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style={{
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fontSize: '20px',
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padding: '15px 40px',
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backgroundColor: '#2196f3',
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color: 'white',
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border: 'none',
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borderRadius: '8px',
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cursor: 'pointer',
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fontWeight: 'bold',
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boxShadow: '0 4px 6px rgba(0,0,0,0.2)',
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transition: 'all 0.3s'
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}}
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onMouseOver={(e) => {
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e.currentTarget.style.backgroundColor = '#1976d2';
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e.currentTarget.style.transform = 'scale(1.05)';
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}}
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onMouseOut={(e) => {
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e.currentTarget.style.backgroundColor = '#2196f3';
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e.currentTarget.style.transform = 'scale(1)';
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}}
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>
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🎮 开始游戏
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</button>
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)}
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{gameOver && (
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<button
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onClick={restartGame}
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style={{
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fontSize: '20px',
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padding: '15px 40px',
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backgroundColor: '#4caf50',
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color: 'white',
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border: 'none',
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borderRadius: '8px',
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cursor: 'pointer',
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fontWeight: 'bold',
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boxShadow: '0 4px 6px rgba(0,0,0,0.2)',
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transition: 'all 0.3s'
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}}
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onMouseOver={(e) => {
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e.currentTarget.style.backgroundColor = '#45a049';
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e.currentTarget.style.transform = 'scale(1.05)';
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}}
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onMouseOut={(e) => {
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e.currentTarget.style.backgroundColor = '#4caf50';
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e.currentTarget.style.transform = 'scale(1)';
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}}
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>
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🔄 再玩一次
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</button>
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)}
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</div>
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<div style={{
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marginTop: '20px',
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fontSize: '14px',
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color: '#666',
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backgroundColor: '#fff',
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padding: '15px',
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borderRadius: '8px',
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maxWidth: '600px',
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margin: '20px auto'
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}}>
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<p style={{ margin: '5px 0' }}>📖 游戏规则:</p>
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<p style={{ margin: '5px 0' }}>• 点击冒出来的地鼠得分</p>
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<p style={{ margin: '5px 0' }}>• 每击中一只地鼠得 10 分</p>
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<p style={{ margin: '5px 0' }}>• 游戏时长 30 秒</p>
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<p style={{ margin: '5px 0' }}>• 快速反应,争取高分!</p>
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</div>
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</div>
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);
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}
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